Some monsters for review and/or evaluation.

LordVyreth

First Post
Go easy, this is my first post here. Here are a few monsters I plan on tossing at my party, and I'd like opinions both about them in general and if their CR is apprpriate. Sorry I couldn't get into more detail in the subject, but some of my players use these boards, and info in the subject line would give them to much info.

Vyreth

Propagator Swarm
Gargantuan Ooze, Construct
Hit Dice: 16d10 + 94 (182 hp)
Initiative: +4 (+4 Dex)
Speed: fly 60 ft (perfect)
AC: 10 (-4 Size, +4 Dex)
Face/Reach: 30 feet by 30 feet/0 feet
Attacks: 1 Sting +14, ignores armor, per engulfed (see below)
Damage: 2d8+3+Infect
SA: Infect, Engulf
SQ: Swarm Resistance, Ooze and Contruct Traits
Saves: Fort +9, Ref +9, Will +5
Abilities: Str 14, Dex 18, Con 18
Int -, Wis 11, Cha 11
Climate/Terrain: Any land
Organization: Solitary, plus half-machine subordinates
Challenge Rating: 14
Treasure: None
Alignment: Always neutral
Advancement: 17-32 HD (Gargantuan) 33-48 (Colossal)

The Propagator Swarms are a way to spread the half-machine “disease.” Though they can be directed to certain targets, they usually roam mindlessly, infecting any living being they see.

Combat:
Propagator Swarms can’t attack creatures normally. Instead, they engulf their targets, and segments of the collective form then attempt to burrow into their target, transforming it into a half-machine. If they don’t receive specific programming, the creatures created by a swarm follow the swarm, destroying any creatures that threaten its existence.
Engulf(Ex): Unable to attack normally, the Propagator Swarm effectively moves into a target’s area of effect. The victim can either make a Reflex save (DC 22) to leave the area first, or can make an attack of opportunity, but it can’t do both. At the end of the swarm’s turn, it will get one attack against anyone inside its area. In addition, anyone who moves into or through the swarm also receives an attack. This attack ignores armor and enhancement bonuses.
Infect(Ex): If the swarm’s attack hits, it infects the individual with the half-machine “virus,” which is actually a swarm of tiny machines, which slowly kill the person while transforming them into a half-machine, unless the victim can resist the effect with an initial Fortitude Save (22.) This works like a disease with a Fortitude Save of 22 and an incubation of 1 day, but it can’t be recovered from, and magical healing of less than a heal has no effect. The daily damage is 1 Constitution and 1 Charisma. When killed by the disease, the victim immediately revives with full Constitution and Charisma, but they now half the half-machine template, and serve either the swarm or the swarm’s controller. If reduced to half Constitution or Charisma, each limb or sensory organ on the creature has a 50% chance of being removed, and regenerate is required to re-grow them.
Swarm Resistance(Ex): Because the swarm is composed of thousands of individual beings, some weapons have a hard time doing damage to it. Slashing weapons do only half-damage, and piercing weapons only do a quarter. Bludgeoning weapons, area-effect attacks, and elemental damage (including elemental effects on weapons) do full damage.


Canor Factum
Medium Outsider (Evil, Chaotic)
Hit Dice: 15d8+90 (157 hp)
Initiative: +4 (+4 Dex)
Speed: 30 ft or 60 ft.
AC: 26 (+4 Dex, +12 Natural)
Face/Reach: 5 feet by 5 feet/10 feet
Attacks: 10 Tongue-Blades +22 melee
Damage: Tongue-Blade 1d6+8
SA: Extended Breath Weapon, Spell-Like Abilities, Improved Grab
SQ: Tongue Walk, Damage Reduction 15/+3, SR 26, Acid, Electricity, and Fire Resistance 20
Saves: Fort +15, Ref +13, Will +11
Abilities: Str 24, Dex 18, Con 22
Int 14, Wis 14, Cha 14
Skills: Climb +22, Jump +22*, Spot +17, Listen +17, Search +17, Sense Motive +17, Spellcraft +17, Intimidate +17, Concentration +21, Bluff +17
Feats: Combat Reflexes, Improved Trip, Dodge, Mobility
Climate/Terrain: Any land or underground
Organization: Solitary or gang (2-4)
Challenge Rating: 15
Treasure: Double coins; double goods; no items.
Alignment: Always chaotic evil
Advancement: 16-20 (Medium) 21-40 (Large)

Canor Factums are twisted outsiders of a bizarre nature. They look like humanoids with great strength, red hides, and horns growing out of their shoulders and backs. They appear to have many scars on their bodies, but when they are ready to attack, the horrible truth becomes clear; each scar is actually a large, tooth mouth, with a gigantic tongue. Canor Factums are often employed by powerful demons as brutish enforcers, for they enjoy inspiring disgust and terror in their victims.

Combat:
Canor Factums use these tongues as deadly reach weapons, but since they are spaced all around the creature’s body, it only can attack one individual with three tongues in a round. Against powerful foes, they like to use their Tongue Walk ability to move swiftly across the battlefield.
Extended Breath Weapon(Su): Canor Factums can breath fire out of all of its mouths at once as a standard action once every 1d4 rounds. This creates a burst of flames around its body in a 10-foot radius, doing 9d6 points of fire damage to all caught inside it (Reflex Save DC 23 for half.) Even worse, it can continue to breath until the start of its next turn. As a result, anyone who enters, remains in, or passes through the area for that time will also get hit! However, this is extremely taxing for the Canor Factum, and on the round that the breath ends, he can’t take any action, and is considered stunned until its next round.
Improved Grab(Ex): If a Canor Factum successfully hits with a tentacle, it can immediately attempt to grab a hold of their target. If successful, it can inflict automatic damage each round. Canor Factums often will take a –20 on this check, and then walk away while still holding the grabbed target, and try to drop him into something harmful, or off a cliff.
Tongue Walk(Ex): As a free action, a Canor Factum can extend the tongues on the soles of his feet, and use them to walk! When in this position, his movement increases to 60 feet, and he can safely walk over Medium-sized or smaller enemies without being threatened or provoking an attack of opportunity. However, this tends to limit his targets, as the only ground-level target he can hit is right under him. He also can use this right before a jump, to add +10 to the jump and remove the maximum jump limit based on height. He can also pull the tongues in as a free action, but has to have a space available to land for him to do so. Extending or Retracting the tongues provokes an attack of opportunity.
Spell-Like Abilities(Sp): At will: Expeditious Retreat, Jump, Detect Good, Detect Law, Melf’s Acid Arrow. 1/day: Acid Orb, Hold Monster. All spells are cast as a 16th level sorcerer.
 

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Welcome LordVyreth, and I must say that is some very nasty critters you got there. I like the demon in particular, that thig is just VILE! :D
 

Thanks!

I'm a hopeful video game designer, and he's one of the bosses of the game (I'm planning on giving it a Jhonen Vasquez look, which would be a lot easier if I could draw...)

How do they look, gameplay-wise? Are they at the right CRs?

Vyreth
 

the damage for the tongue-blades is 1d6+7, but other than that, everything seems to check out on the canor factum. pretty good first impression, my friend.

that propagator swarm, though.:confused: i think u need to choose 1 type (ooze or construct), and add that it has the qualities of the other type. i suggest calling it an ooze and giving it the Construct Traits special ability seperately.

smeg, man! these are gruesome! the canor factum seems a bit high, while the swarm is probably too low, but only playtesting can tell for sure.

welcome to ENworld, and keep these awesome creatures coming!:D
 

Well, here's three I tossed at the party earlier in the campaign. Too weak for them now, but advanced or templated variants could still pose a threat in numbers. I figure I'll post them in case anyone's interested in them, but more comments on the first guys would be helpfu. I already fixed the tongue-blade damage. I could alter the Swarm's type; I just figured that since the ELH used double-typed creatures, I could too.

Vyreth

Sunken
Medium Size Undead (Aquatic)
Hit Dice: 3d12 (19 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft, Swim 40 feet.
AC: 16 (+3 natural, +2 Dex, +1 deflection)
Face/Reach: 5 feet by 5 feet/5 feet
Attacks: Bite +3 melee; 2 Claws +0 melee
Damage: Bite 1d8+1 and steal breath; claw 1d4 and steal breath
SA: Geyser, Steal Breath, Create Spawn
SQ: Undead, +2 Turn Resistance
Saves: Fort +1, Ref +3, Will +5
Abilities: Str 12, Dex 15, Con –
Int 12, Wis 14, Cha 16
Skills: Hide +8, Intuit Direction +6, Listen +8, Move Silently +8, Search +7, Spot +8, Swim +15
Feats: Multiattack, Weapon Finesse(Bite)
Climate/Terrain: Any Aquatic
Organization: Solitary, gang (2-4) or pack (3-4 plus 7-12 lacedons)
Challenge Rating: 3
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 4-6 HD (Medium)

Sunken are the hateful undead that are spawned from those who were intentionally drowned, or drowned during a particularly brutal attack. They have taken on the water that killed them as a shield and weapon, and now travel underwater, looking for living, breathing beings. They hate all life, and wish to destroy it, but especially hate creatures that breathe air.
Sunken look like humans, but their skin is rotting and bloated as a result of their death. At other places, their bodies are covered with the natural vegetation found underwater, and other parts are made up of a rippling “skin” made out of the water itself.

Combat:
Sunken like to use their Geyser power on enemies near the water, or leap out of the water and try to force their enemies into it. They usually retreat into the water after using their Geyser power, or to finish off an enemy that fell in.
Steal Breathe(Su): If a Sunken hits with a bite or claw attack, the victim must succeed at a Fortitude save (DC 14) or have all the air in their lungs sucked out of them. On land, this means the victim is either stunned for a round as they get air back into their lungs, or they can choose to ignore it and make a Constitution check, but risk falling unconscious if it fails. If in the water, the character must make Constitution checks to stay conscious until they can reach air again, and runs the risk of drowning if they fall unconscious while underwater.
Geyser(Su): A Sunken can create a geyser as a standard action. To do so, it lunges at the ground somewhere within 10 feet, and suddenly pumps all the water in its body out, creating a water jet upwards. Anyone in the five foot square of the geyser has to make a Reflex save (DC 13) or take 1d6 points of subdual damage and be knocked 20 feet into the air. They can make another Reflex save at the same DC to chose where they want to land from anywhere within five feet of their starting position. If they land on the ground, they take falling damage as normal. After using this power, the Sunken can’t use a geyser again until it spends 1d4 rounds in the water, and its AC drops to 15 because its aquatic skin no longer provides a deflection bonus.
Create Spawn(Su): If the sunken kills a characters by drowning them, and chooses not to devour them there, they will rise in 1d4 days as Sunken themselves. Casting protection from evil on the body will avert the transformation, as will leaving the body on dry land for that time.


Lipido
Large Outsider (Evil, Chaotic)
Hit Dice: 5d8+10 (32 hp)
Initiative: -1 (-1 Dex)
Speed: 30 ft, fly 20 feet (perfect).
AC: 16 (-1 Size, -1 Dex, +8 Natural)
Face/Reach: 5 feet by 5 feet/15 feet
Attacks: 4 Tentacles +10 melee
Damage: Tentacle 1d8+6
SA: Improve Grab, Darkness Scatter, Consume Souls, Spell-Like Abilities
SQ: Damage Reduction 10/+1, SR 16, Poison Immunity, Fire Resistance 20
Saves: Fort +6, Ref +3, Will +5
Abilities: Str 22, Dex 8, Con 14
Int 12, Wis 12, Cha 14
Skills: Climb +14, Jump +14, Hide +3, Move Silently –3*, Spot +9, Listen +9, Search +9, Sense Motive +10, Spellcraft +9
Feats: Combat Reflexes, Blind Fighting
Climate/Terrain: Any land or underground
Organization: Solitary or gang (2-4)
Challenge Rating: 6
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 6-8 HD (Large) 9-15 (Huge)

Lipidos are psychotic demons, who enjoy killing their victims, and consuming their souls to create a horrible chorus of anguished wailing. They resemble jellyfish, but they have four tentacles, and are of a sickly green color. Their tentacles also end in beds of sharp needles, which they use to impale their enemies. In addition, their head is actually a contained orb full of dark fluid. The spirits of those killed by the Lipido constantly appear in this orb and cry out about their fate in despair. Lipidos often ally with evil forces who want to control and inspire fear in lesser opponents.

Combat:
Lipidos often start combat by using their darkness powers, then using their Blind Fighting ability to attack their unaware enemies. They also like to hover over their enemies, while using their superior reach to lash out at opponents that can’t engage them in melee.
Improved Grab(Ex): If a Lipidos successfully hits with a tentacle, it can immediately attempt to grab a hold of their target. If successful, it will pull the victim to its body, and inflict automatic tentacle damage each round.
Darkness Scatter(Su): Three times a day, the Lipido can generate eight orbs of darkness around its body. The next round, it can release these as a free action. The orbs fly outward in the eight cardinal directions for 10 feet, effectively creating eight offensive lines of attack. Those caught in a line takes 3d8 of unholy damage unless they make a Reflex Save (DC 14) to take only half damage.
Consume Soul(Su): If the Lipido kills a victim with a tentacle, it pulls the victim’s soul into itself. The soul is then bound inside the Lipido, and can’t be resurrected unless the Lipido is killed or banished from the plane. In addition, the Lipido heals 1d10 points of damage after consuming the soul. If at full health, the Lipido instead gains 1d10 temporary hit points for five rounds.
Spell-Like Abilities(Sp): At will: Darkness, Teleport Without Error (Self and 50 pounds only,) Silence, Detect Good, See Invisibility. 1/day: Confusion. All spells are cast as a 12th level sorcerer.

Lipido have a –10 racial penalty to move silently checks, because of the constant wailing of the lost souls within it. This penalty is not present if the Lipido does not have any souls consumed. It also could use its silence power to cancel this effect, but rarely does so, as it enjoys using the screams to demoralize its enemies.

Book Wyrm
Huge Construct
Hit Dice: 10d10 (55 hp)
Initiative: -1 (-1 Dex)
Speed: 30 ft.
AC: 17 (-2 Size, -1 Dex, +10 Natural)
Face/Reach: 10 feet by 20 feet/10 feet
Attacks: Bite +12, 2 Claws +7
Damage: Bite 1d6+7, Claw 1d4+3
SA: Metaphysical Breath Weapon, Fiction to Fact
SQ: Construct, Fast Healing 2
Saves: Fort +4, Ref +3, Will +4
Abilities: Str 25, Dex 8, Con -
Int -, Wis 11, Cha 1
Climate/Terrain: Any land or underground
Organization: Solitary or gang (2-4)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 15-16 HD (Huge) 17-32 (Gargantuan)

Book Wyrms are a kind of specialized golem that are often used to guard places of great knowledge, especially libraries. They resembled large, stone dragons, and even have a breath weapon, like the famous creatures that they share a likeness to.

Combat:
Book Wyrms are mindless fighters, but will never intentionally damage its immediate surroundings, as it often is constructed for the sole purpose of guarding delicate objects like books. It usually starts combat with its Fiction to Fact power, and re-uses that power whenever the current book is destroyed. Otherwise, it uses its deadly melee attacks or breath weapon.
Metaphysical Breath Weapon(Su): The Book Wyrm’s breath weapon is a line of energy thirty feet long. The energy is invisible, and affects incorporeal and ethereal creatures as easily as material ones, but it only affects living beings. The energy itself is a constantly shifting force of chaos, that forcefully rips the target away from part of reality. For every person in the breaths area of effect, roll 1d8 and consult the table below to see what effect the breath has. All saves are at DC 15.
1. A sonic pulse rips apart the character’s molecular bonds. Damage is 5d6 points of damage, with a Reflex save for half.
2. The character’s body tries to forcefully rip itself apart. The damage is again 5d6 points of damage, but a Fortitude save negates the effect.
3. The character must make a Will Save or be temporarily lost to time. They are sent 1d4 rounds into the future, where they reappear at the exact point they vanished at. If that area is now filled with a solid object, they are trapped until that area is again open.
4. The character loses connect to the magical flow of energy for a moment, effectively having a Dispel Magic spell as cast by a 5th level sorcerer cast on them.
5. The character loses connection with his or her mental energy. They have to make a Will Save or be under the effects of a confusion spell. The duration is 5 rounds.
6. If the character fails a Fortitude save, he or she disconnects with spacial boundaries, and immediately falls through the now incorporeal floor. This only lasts for a moment, long enough to drop the character down one floor, and take falling damage as normal. If there is not floors below the character, they are immediately shunted back upwards when they return to normal space, but take 3d6 points of damage.
7. The character has to make a Will Save or be unaffected by gravity for 1d4 rounds.
8. The energy is in a state of flux when it hit the character, so the character suffers no effect.
Fiction to Fact (Su): As a standard action, the Book Wyrm can pull any book that is within five feet of it to its body, then materialize something from the book. This item then works under the command of the Book Wyrm each turn. It lasts until the book or the construct is destroyed, or until dispelled. The effect can be determined randomly using this table, or it can be created based on the situation, but the attacking item can’t be of a CR that is higher than half that of the Book Wyrm, rounded down. To use the table, roll 1d10.
1. A fighter swings a sword at a melee target (+7 to hit, 1d10+2 damage.)
2. An archer fires an arrows at a ranged target (+5 to hit, 1d8+2 damage.)
3. A wizard casts a random 1st level arcane spell (DC 13 where applicable.)
4. A wyrmling dragon of a random color breathes at the nearest character, but won’t attack if its breath would damage an unattended inanimate object.
5. A spider bites a melee target. See the MM for appropriate stats.
6. An Aristocratic noble issues a command, as the 1st level divine spell, at one target within 20 feet. (DC 13, duration is one round.)
7-10. Only numerical information is in the book. These numbers fly around the Book Wyrm, giving it a +1 bonus to attacks, AC, damage, and saves.
 
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Well, nothing in the rules really prevents you from giving a creature more than one creature type, for example a half-fiend wyvern, would that be an outsider or a dragon? As for the three new creatures you posted. The first looks like a nasty aquatic variation of the ghoul. The second could easily have fitted into the Book of Vile Darkness (I think my latest BBEG could use a few of those as pets). And the last is something that many magical libraries would use as a guardian. (I have a library where several of these stone dragons would fit, not that the library isn't protected or anything, other than the enchantment laid upon it to remove aggression from those who enter it, it has severeal guardians, ranging from a pair of mated adult azure dragons, to golems and scalamagdrions...)

I could easily find a use for all of these in my campaign. They look nice, keep up the good work.

Oh, and if you're interrested in the Azure Dragon, I'll bump it's thread... :D
 

This thread's slowing down, so I'll post my last two major new monsters. I have others, but they're mostly dull things, like 2e conversions, new dires or campaign-specific stuff.

Vyreth

Swift Pride
Huge Outsider (Evil)
Hit Dice: 12d8+36 (90 hp)
Initiative: +3 (-1, Dex, +4 Improved Initiative)
Speed: 20 ft., fly 40 ft. (good)
AC: 17 (-2 Size, -1 Dex, +10 Natural)
Attacks: Bite +16, 2 Claws +11
Damage: Bite 2d6+6, Claw 1d8+3 (+ Spirit Drain on right claw)
Face/Reach: 10 feet by 20 feet/10 feet
SA: Life Suck, Spirit Drain, Latent Spellcasting, Fiend Blast
SQ: SR 17, Fire and Cold Resistance 20, Blindsight, Darkvision 60ft.
Saves: Fort +11, Ref +7, Will +10
Abilities: Str 22, Dex 8, Con 16
Int 12, Wis 14, Cha 12
Climate/Terrain: Any land or underground
Organization: Solitary or colony (2-4)
Challenge Rating: 9
Treasure: Standard
Alignment: Always neutral evil
Advancement: 13-16 HD (Huge) 17-32 (Gargantuan)

Swift Prides, or Abyssal Bats, as they are sometimes called, are giant bats with the heads of white-skinned and haired elves. They are believed to be the spirits of extremely prideful beings who spurned the gods even after death, and were reborn in this current form as punishment. It is unknown if all swift prides have elf heads, and if they do, whether they are all descended from elves, or if all beings just take that form upon becoming Swift Prides. Despite their secondary name, they rarely are found in the Abyss, for they have difficulty with the pure chaos there.

Combat:
Swift Prides like to start combat by using Fiend Blast from a position that would cause maximum problems for their enemies (on a bridge, next to a cliff, etc.) and then attack the survivors with their wings and growing magical ability.
Life Suck (Su): The left wing of a Swift Pride heals the being for the damage it does. If the Swift Pride is at full health, the damage becomes temporary hit points. However, it can only have 12 hit points at any time (more as per hit dice if advanced,) and they only last 1 hour.
Spirit Drain (Su): the right wing of a Swift Pride sucks out spiritual power from the user. If the target is a spellcaster, it drains 2d4 randomly selected spell levels from the user (if a wizard, cleric, or druid, the spells lost are also randomly selected.) If a Psionicist, the character loses 4d4 power points. If neither, the player takes 1d4 temporary points either Intelligence or Wisdom. This energy is used to power the Pride’s Latent Spellcasting ability.
Latent Spellcasting (Sp): All Swift Prides have spells as a 7th level socerer. However, it can’t cast these spells unless they are powered from energy gained with the Spirit Drain attack. They then can allocate this energy for any spell they want, as long as the energy gained meets the spell’s level requirements. Each spell level drained equals one it can cast, as is two power points. Every drained ability point counts as two spellcasting levels! Swift Prides each have different spell, but all have these spells on their list: Ray of Frost, Ray of Enfeeblement, Ghoul Touch, Vampiric Touch.
Fiend Blast (Su): Three times a day, the Swift Pride can use their deadliest attack, which must be used while flying. They fill their wings with dark energy, and then flap them rapidly, creating a windstorm of dark energy. All caught within the powers sixty foot cone are affected as if by a hurricane for one round. In addition, the dark energy does 5d8 points of damage to all good characters, half of that to neutral, and none to evil. Characters who made their hurricane resistance save can also make a save against the dark energy (DC 19) for half damage, but those affected by the hurricane also take full damage from the energy without a save!

Hive Birds
Gargantuan Magical Beast
Hit Dice: 15d10 +90 (172 hp)
Initiative: +4 (+4 Dex)
Speed: 20 ft., fly 80 ft.
AC: 16 (-4 Size, +3 Dex, +7 Natural)
Face/Reach: 20 feet by 40 feet/10 feet
Attacks: 2 Claws +20, Bite +15, or Insects +14/9/4
Damage: 2 Claws 2d6 +9, Bite 2d4+4, Insects 1d8+9
SA: Snatch, Sting, Swarm
Saves: Fort +15, Ref +12, Will +6
Abilities: Str 28, Dex 16, Con 22
Int 2, Wis 13, Cha 11
Climate/Terrain: Temperate and Warm Mountains
Organization: Solitary or pair
Challenge Rating: 12
Treasure: None
Alignment: Always neutral
Advancement: 16-32 HD (Gargantuan) 33-45 (Colossal)

Hive Birds are a warped, twisted variant of the standard Roc. They are about as large, but are slightly weaker. However, their main difference can be found in their eyes. They are much larger than they should proportionally be, and serve as hives for huge swarms of flying insects. The insects have a symbiotic relationship with the birds, and serve as a system of weaponry for the birds in exchange for food and protection.

Combat:
Hive Birds usually start combat by releasing the Swarm, and using its Sting power or firing insects as weapons. The Insects are fired using the overdeveloped muscles around the eyes, and have a ranger increment of fifty. It rarely enters melee combat, except to snatch at an enemy, or when greatly weakened.
Swarm(Ex): As a free action, the hive bird can release a large swarm of flying insects. They function as a summon swarm spell composed of flying beetles, but they are nonmagical, and will remain until the hive bird is killed. If the bird is killed, they will swarm it instead.
Sting(Su): As a standard action, the hive bird can magically charge five insects, and release them. This functions in all ways like a magic missile spell cast by a 10th level sorcerer, but while the attack is magical, the bugs are not. If caught in an anti-magic field, the bugs will try to attack still, but will lose their magical attack abilities. Each one now uses an attack bonus of +12 (all size and dex-based,) do 1 hit point if they hit, and have ACs scores of 22 (+8 size, +4 dex) and one hit point.
Snatch(Ex): A hive bird that hits a creature of Small to Huge size with a claw attack attempts to grapple as a free action.. If it holds, it can fly off with it, and automatically make a bite attack each round instead of a claw, or use a standard action to fling it aside. A flung creature travels 90 feet, taking 9d6 damage, or the roc can drop it while flying. If it does so, then the victim takes either flung or falling damage; whichever is greater.
 

The last one looks odd and ii would be odd fight one of those things. If you look weave all made monsters of some sort and have had then doing what your doing with them post them

At first I did some MTG converts (the changed there name for those that needid it). Ask rish about that I might bump one of my monsters so you can see just which one?

Welcom to these bords. Hope you like it here.
 

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